Showing posts with label K2. Show all posts
Showing posts with label K2. Show all posts

Monday, September 21, 2009

Interview: Valhalla Knights: Eldar Saga Q & A

Well, it took a little while, but given that Valhalla Knights: Eldar Saga is shipping next week, the timing is actually perfect. I initially thought this would be a simple Q & A session with an Xseed employee or two, but thanks to Xseed's Jimmy ("New Daddy!") Soga and busy-bee PR guy extreme Scott Fry, the Q's got sent out to Japan where I've the pleasure of noting that they were answered by Kiyoji Tomita, Section Chief at KUROGANE (the Osaka-based team assisting K2 with the development and localization process). How's that for service?

Anyway, here we go - enjoy!


Greg Wilcox: The Valhalla Knights series originated on the PSP, but Eldar Saga has moved to the Wii. What were the deciding factors in bringing VK to the console and do new players need any previous experience with the other games in the series in order to enjoy this new installment?

Kiyoji Tomita: In Eldar Saga the general world view is similar to the previous Valhalla Knights, but we wanted to changed the battle style from a symbol-encounter style to a seamless real-time battle style which was difficult to execute on the PSP,

We thought that with the Wii, the user can enjoy more intuitive gameplay controls. For players new to the series, they certainly will not have any problems playing this title. However, for users who played the previous games, there are things in the game that will make them smile.

GW: What were the influences on the team when creating the game world? Did they simply expand what was found in the PSP games to fit the Wii, or were elements inspired by other RPGs, books or even films?

KT: The basis of the world evolved from the dark and gloomy world view that previous entries in the Valhalla Knights series have. However, since this title is on the Wii we wanted to create a more realistic atmosphere where players can actually feel the world around them, so we used fantasy films such as Lord of the Rings for added reference.

GW: In terms of presentation, does the game use CG, in-engine cut scenes or a combination of both to tell the story? Additionally, is there any voice acting in the game?

KT: For this title, we are using the in-game models during the cut-scenes so that any equipment the player has equipped will be seen in the scene. Other than battle call-outs, there is no voice acting in the game.

GW: Character customization has always been part of a VK game. In Eldar Saga, how deep is the feature? Can players change things like skin color, hairstyles or facial elements to reflect actual ethnic features or will there be a limited number of looks to choose from?

KT: Players won’t be able to change the shape of the face but they will be able to select gender, face, and hairstyles to create their own character. Also for hair color, the player will be able to select from 8 different color palettes.

GW: Are there any new races in VKES and can PSP veterans expect the return of certain special races and job classes?

KT: There will be no new races in Eldar Saga. As for the “special race,” are you referring to the Machine race? In Eldar Saga it is set that they are a race that became extinct long ago. For jobs players will be able to use all the jobs from the previous games such as fighter, mage, priest, thief, monk, anchor, knight, samurai, ninja and others as well as new job classes such as godhand and engineer.

GW: How is the game structured? Are players forced to stick to the main storyline or can they freely explore the game world? Additionally, about how large is the game world (is it seamless) and how many towns are there to discover?

KT: At the start of the game it will be a linear story line for players to understand the game, but later on you can choose to stick with the main story or freely explore as you wish. Regarding the size of the game world, that’s a tough question since I don’t have anything to compare it with. But I can say there will be multiple fields in the game such as grass field, rugged mountain, snowy mountain, swamp, forest, underground cave, etc. For towns, players will be able to visit human, dwarf, elf, and halfling towns.

GW:
If one were to do every possible quest in VKES, about how long would the game take to complete? Additionally, is it possible to do expansion content via download on the Wii should the game become successful?

KT: It will approximately take about 20-30 hours. We are not thinking of any downloadable content at this time.

GW: With the new “multi-generational” storyline, the lead character's story evolves as he marries and eventually has a child who takes up his/her own quest. How is that new quest related to the previous story and will we see the older hero in the second part of the game?


KT:
This is something we want the players to actually play and see.., (LOL)


In the 2nd episode players will be able to see what the main character’s father did, the new hero’s early childhood stories, things about their mother and will be able to figure out some of the facts that were a mystery in the 1st episode. As for seeing the older hero, it’s a secret (LOL). I would love for the players to check it out themselves.

GW: How do players find a spouse for the first lead character? Is there some sort of “dating sim” element or is getting a mate an automatic part of the main storyline where your wife has already been chosen for you?

KT: The player will be able to meet the heroine (spouse) as they progress through the story. For the heroine event there are multiple choices and the heroine’s reactions will change according to the selected choices, but unlike a dating sim the player will always be successful in getting together with the heroine they wish to be with.

GW: As for mercenaries, once hired, how long can they remain in the party? Are they only going to stay with you for a certain amount of time, or will they be there until you "fire" them? Additionally, can players solo the entire game with no mercenaries at all?

KT: Mercenaries will stay with the player until you either let them go or hire a new mercenary. Also, it’s possible to finish the entire game without any mercenaries as well.

GW: Combat has changed since the PSP Valhalla Knights games to a more straightforward (real-time) hack & slash style. How much variety is in the combat (combo moves, magic system, ranged weapons, etc.) and could you explain the Wii-specific special moves a bit more?

KT: For combo moves, players are able to execute different variation of attacks since we introduced weak and strong attacks. The player will get to assess thse situation and use the two attacks accordingly.
For magic, the basic magic from the previous title is included as well as newly added bard magic. “Bard magic” is done by singing while playing the harp. Party members in the affected area will have elemental attributes added to their weapon or their status heightened for a period of time. However, the one executing the bard magic will not be affected by the spell they are casting.
For ranged weapons there are bows and launchers. We had bows throughout the series, but in Eldar Saga their strength will power up to 5 levels depending how long the player holds on to the attack button.
“Launchers” are weapons from the extinct Machine race I mentioned above that have been modified for people to use. It will take some getting used to but the range and power is very attractive.

For the Wii-specific special moves I’m assuming you are talking about the special attack by swinging the Nunchuk. You will open yourself up to counter-attack before and after the special attack, but the attack range and the power is well worth the risk. Also depending on the job class there are different special attacks, so I hope players will try them out and find the one that suits them best.
GW: Are there any new features added for the US version of the game such as harder difficulty levels (as in a New Game + mode), secret dungeons/bosses, bonus characters or more?

KT: Unfortunately there is no US-specific content.

GW: In other words, we're getting exactly the same game content found in the Japanese version. How deep is the co-op multiplayer mode? Are offline characters the same as online characters? Is there any huge difference between the two modes in terms of content or quests?

KT: The host player will create a room and the client player will join in and after selecting which quest to tackle, it will transfer the players to the quest field. After defeating the specified monster (one or multiple) the quest will be complete. The players will be able to use their one (main) offline characters in the co-op mode.

GW: In co-op, can players many levels apart play with each other? Also, will players be able to trade items between each other and take them into their own offline games?

KT: Even if the two players’ levels are far apart they will still be able to play together. However, the quest type they will be able to play will differ depending on which of the two is the host. Also you will not be able to trade items.

GW: I've read elsewhere that Motoi Sakuraba is the game's lead composer. If so, what can we expect from the soundtrack? Will the score sound similar to the older Valhalla Knights titles or can we expect a totally new aural experience?

KT: The music is different from the previous entries in the Valhalla Knights series. It is a bit more dark and gloomy to better fit the Eldar Saga world view. We hope the players will enjoy it.

GW: Finally, what's the official release date for the game?

KT: The North American release will be September 29, 2009.

GW: OK, one more question (if you can answer this!): Are there any plans to bring Valhalla Knights: Battle Stance to the US?

KT: We can’t say anything at this point, but we are hoping to bring it over for the Valhalla Knights fans.



Many thanks to Kiyoji Tomita for taking time from his hectic schedule to answer your questions as well as Jimmy Soga and Scott Fry for their assistance in getting this interview together. Valhalla Knights: Eldar Saga will be in stores on September 29, 2009 - Back with a full review shortly.

Thursday, September 17, 2009

Valhalla Knights: Eldar Saga Gets Ship Date, Web Site



It's allllllllllmost here, department: Xseed Games' next Wii exclusive, Valhalla Knights: Eldar Saga is set to hit stores across North America on September 29, 2009. The K2/Marvelous Entertainment-developed Action/RPG also has an official website up now with loads of great game info, screens, wallpapers and some really nice music from the game playing in the background. In case you haven't been following the game to date, here's a quick rundown of what to expect in an easy to digest press release format.

And in case you're asking, yep, i'm still holding my breath for those VKES interview questions I sent off a while ago. I know that there's been a LOT going on over at Xseed (including at least one new Xseed baby - Congratulations, Jimmy!), but I'm a supremely patient sort these days.

Valhalla Knights: Eldar Saga is a fantasy foray into a world of magic and monsters that will take the player on an adventure that spans generations.

As a follow up title to Valhalla Knights and Valhalla Knights 2, Valhalla Knights: Eldar Saga brings back the trademark unfettered play and character customization with advances in graphics, a new mercenary system and online co-operative play. Coupled with a vast array of weapons and armor to collect and an expansive world to explore, players can once again take up arms in the defense of the ancient world of Eldar.

Key Features:
  • The Saga Continues - An all-new story with an original cast of characters within the Valhalla Knights universe.
  • Fully Customize Your Characters - Fully customizable characters give each player a unique experience.
  • New and Improved Weapons, Armor and Magic - Enjoy the vast selection of weapons and armor all visible on the in-game character models, as well as enhanced magic specific to certain job classes.
  • Real-Time Battle on the Field - Not only will you be able to see all your enemies on the field, the battles will take place on the world map.
  • Multiple Sub-quests - Complete quests to earn more gold and items to help recruit new party members or upgrade equipment.
  • Network Play - Team up with your buddy and take on quests together via Wi-Fi.

Monday, July 20, 2009

Valhalla Knights: Eldar Saga Update #3

OK, folks - yes, there's been a bit of confusion about the whole character customization deal in the game, but that's what happens when you're dealing with multiple builds of a game. I got an email this morning from Xseed's Product Manager Jimmy Soga that should definitively answer your questions regarding this. Hey, if I'm wrong about something, I'm not gonna hide under a rock, folks!

"For VKES, yes I do have to apologize for the character's sex/race customization. Apparently the setting I mentioned was the earlier build and the new one has been changed.

So here we go...

First off in VKES there are 2 episodes. As RPGamer mentioned, you are set to play as human male at the beginning since the story revolves heavily around him. You will be able to customize his appearance and battle cry voices as well as job class. During the first episode you can choose to marry a human, elf, dwarf, or Halfling.

The second episode is about your kid from the first episode so depending on who you married you will be a human or a half human. Here you will be able to select your gender as well.

For the mercenaries, you cannot create them from scratch like you did in VK1 and VK2. during your adventure you will run into these mercs and once you meet them they will be at the guild for you to hire. You are able to customize their stats and weapons/armors but cannot change their race or gender."


Now that that's cleared up, it's looking as if the more story-focused aspect of the game should appeal to those players who thought the PSP versions were a bit too sporadic in their storytelling elements.

Saturday, July 11, 2009

Xseed Games NYC Press Event Impressions


Xseed Games dropped into the NYC area this past Thursday with a small but ridiculously cool lineup of Wii exclusives, one really unique game I can't talk about yet and one superbly insane PSP title that's a must buy no matter what your gaming tastes. With such a fine lineup of quality games, a few editor-types almost overlooked the tasty, never-ending sushi and other fine dishes coming from EN's capable kitchen.

One very cool thing about Xseed is that as a small publisher since 2005 they've always been 100% dedicated to each and every game they release. The company's President, Jun Iwasaki actually plays every game to completion (I can think of only one or two other corporate head-types that do this) and the handful of employees (well, two handfuls if you want to be more exact) work hard on every aspect of the localization process. That attention to detail has produced a small but reliable lineup of niche-oriented games that's garnered Xseed quite a few loyal fans.

Little King's Story was the showcase game at the event and with the July 21 release date right around the corner, the final version is indeed everything it promised to be and more. The Wii-exclusive Simulation/RPG hybrid is not only one of the most stylistically amazing games on any platform, the balance of family-friendly pick up & play controls combined with bits of black comedy make for quite a unique gaming experience. Think Pikmin meets Harvest Moon with a dash of The Sims and you're only about halfway there. The ability to recruit some very lively townspeople for various jobs and watch them eventually age, marry and bear children (that can be used to snag certain rare items) adds even more depth to the gameplay. I'll save the remainder of my glowing commentary for the full review, but I'd definitely recommend snapping this one up as soon as you see it.

Valhalla Knights: Eldar Saga was playable in near-complete form and as a big fan of the PSP versions, I was very pleased at how this new installment is turning out. Hardcore VK veterans should be pleased with the improvements and neat surprises the game packs into its depths. Where the PSP versions were party-centric affairs, Marvelous and K2 have crafted a solid, addictive single player level grinder with a MMO-style online co-op mode for two players. Instead of up to five AI companions, here you're limited to yourself and up to two tavern-hired mercenaries in the single player game. If you're a fan of the PSP games upset at losing those five AI buddies, once you actually see gameplay movies of or actually play the Wii game, you'll see that the change makes perfect sense.

Controls are quite easy to pick up. Movement is done with the analog stick, tapping the A button attacks, you pick up items with B, the D-pad selects magic, menus and such. The C button is used for context-sensitive interactions such as climbing or otherwise interacting with certain obstacles in the environment. Once you creat a character, a tutorial level walks you through movement, combat, smashing barrels for items and other basics. The only Wiimote gimmickry comes into play for special attacks, which are done by shaking the controller when a special bar fills up. The dev team's goal was to make gameplay as accessible as possible to players of all skill levels without relying on throwing tons of gesture-based movements into the mix.

Combat now takes place right on the field, making this a true Action/RPG. There's no setting of grid formations or transitions to those small battle areas with limited movement options. There's also no targeting system - you just need to line yourself up with an enemy and hit the attack button. Your AI mercs will automatically attack anything in the vicinity, a good thing in huge areas with multiple paths and blind corners. As in the PSP games, using a bow is done in first-person mode with a tap of the attack button. Since you have a lot more freedom of movement, you'll be able to run away from stronger enemies and re-engage them at your leisure.

In terms of getting around, yes, you still need to hoof it about quite a bit, but there are supposed to be quick transport locations that are unlocked as you discover new towns and other areas. All the character classes and deep customization features from the PSP games are intact and the inventory screen is now icon-based and easier to manage.. Xseed's Product Manager Jimmy Soga says players can expect at least 80-100 hours of gameplay, which means a rather tremendous value in this rather pesky recession we're currently going through.

An all new graphics engine allows for some really impressive vistas and a great draw distance. For a Wii game, it looks quite amazing, especially when you realize that you'll actually be headed to most of those locations off in the distance. The intentionally gloomy color palette and some nice weather effects do an excellent job at setting a bleak tone to the early maps. As some of the enemies and bosses are quite large, the camera angle can be changed manually to allow players to see and attack these bigger baddies' weak points with weapons and magic spells. Although the game was running on a fine HD display, I'm thinking it will look a bit better on a good quality standard def TV (I've kept mine specifically for Wii and PS2 reviews).

As for any caveats, the game seems fairly straightforward in its online two-player limitations. It may be the first MMO-style RPG on the console, but I'll need to dig up some info on whether or not (or how quickly) players can jump in and out of games in order to play with multiple friends. There's no single screen co-op or split screen play here, so it looks like the game will absolutely appeal to those who love purely the glorious grind-fest more than those looking for a larger communal experience. Then again, given that there's nothing like this on the Wii, it'll be interesting to see what sort of new players dive into this richly detailed game world. Fans of the PSP versions should absolutely give this a shot, but anyone looking for a great value for their gaming dollar should definitely take a look as well. Currently, there's no set release date other than Fall 2009, so hit up your favorite retailer and pre-order a copy if you haven't already.

Also playable was the surprisingly scary Wii exclusive Ju-on: The Grudge, which Xseed is touting as a "haunted house simulator." Unlike other "survival horror" games where you're loaded for bear and the real scares are more likely to come from control issues and dopey AI partners, developers AQ Interactive and feelplus have created a deliberately paced chiller that's guaranteed to creep out anyone easily frightened. As a huge fan of horror games, what's here did make me jump more than a few times and yes, I did let out a squeak once or twice (much to my embarrassment).

What's great about the game is that you're not some badass super-cop or other heroic lead character. In each level you're put in the shoes of one normal guy or gal trying to live long enough to make it from one end of a level to the next. Playing as different members of the Yamada family, you need to merely guide yourself through different locations armed only with a flashlight (and some very steady nerves). Of course, being cursed by the series' vengeful ghost Kayako tends to make things a wee bit difficult as you slowly make your way through the darkness. And yes, her scary son Toshio pops up from time to time to make your heart pitter-pat even more.

Controls are easy enough for anyone to hop right into things. You use the Wii Remote as your flashlight, pressing the B button moves you forward while A activates doors and other objects. Pressing down on the D-pad makes your avatar walk backward. You're free to roam almost anywhere you like in a level (no on-rails nonsense here), but darkness plays very heavily into the gameplay. Since your cheap flashlight only realistically illuminates a small area, movement is slow and steady, which only adds to the creep-out factor. Given that that flashlight also seems to run on even cheaper dollar store batteries, you'll need to quickly locate extra cells scattered around the levels. Run out of torch juice and it's Game Over, even if you're steps away from the level exit.

Of course, Kayako has a few tricks up her tattered sleeves, such as using her long hair to block off certain doorways or zipping past your field of vision when you least expect it. Like Konami's upcoming Silent Hill: Shattered Dreams, there's no combat at all. However, should Kayako grab you (and trust me, she will grab you), you need to very quickly flick the Wiimote in the direction of arrows that flash on screen or else. These sequences are brief, unpredictable and definitely scary enough to make onlookers at the event hop out of their socks for a second or two. There were only two playable areas open in the build, a warehouse and hospital, but each held specific challenges that needed to be tackled in order to survive.

Visually, the game is solid, featuring realistic lighting effects and nicely detailed environments. Even with a ton of adjusting, the HD setup at EN was pretty darn dark, but in looking at screens and the game trailer online, I'm liking what I see more and more. The sound design here is excellent, what with the eerie music, background fx and Kayoko's chilling groans and other noises. As far as I saw, there wasn't anything resembling gore, however, I'm sure the game will save the bigger scares for the later stages.

There are some mild puzzles (find the key, track down a missing generator part), but based on what I saw, players won't be frustrated by ridiculous Resident Evil-era stuff at all. One really fun (or not, depending on how easily you freak out) element discussed but not shown was the two-player mode. Here, a second controller can be used to introduce totally random fright sequences into the game with the press of a button. This should make for some hilarious YouTube videos (particularly the ones where Player One is beating up on Player Two with that Wiimote after getting the crap scared out of them one too many times).

Takashi Shimizu, director of the original Ju-on films consulted on the game's development and it certainly shows in the methodical pace of the movement and the well-placed shocks the game throws at you. While super-jaded gamers immune to the idea of weaponless gaming might scoff at the game, it's definitely a pick for anyone who likes goosebumps popping up left and right when they least expect it. The constant level of tension makes for quite a ride and as a party game, I can see this getting played to death by fans of the movies and horror games in general. The game is set for an October release (I'm guessing around Halloween), so absolutely look into this if it's up your alley.

The Sky Crawlers: Innocent Aces looks to be a real winner for arcade flight combat fans or anyone looking for a top-quality flying game for the Wii. Developed by Namco/Bandai and Project Aces (the folks behind the Ace Combat series), the game looks and plays beautifully. There's an interesting retro-futurist plot that has something to do with corporate sponsored wars becoming a new form of entertainment and your character, “Lynx” trying to uncover some big secrets behind it all. The game has a few gorgeously animated cut-scenes and in-game sequences that spelled out a few plot points, but the game is still in the localization process, meaning all the text and menus were still in Japanese.

Using the Nunchuck as a flight control stick and the Wii Remote as a throttle, the game excellently simulates actual flight mechanics. It only takes about a minute to get comfortable with the controls, but the game isn't a cakewalk by any means. One nifty feature is the ability to pull off a number of special flight maneuvers that allow you roll away from danger and shoot down planes with style. Here, the camera quickly breaks away from the cockpit or behind the plane view to a brief cinematic angle as your plane spins, flips or rolls and fires away. It's quite cool-looking yet doesn't feel intrusive at all, particularly when you're sending multiple enemies down in flames before zipping back to your selected viewpoint.

All the planes I saw looked excellent and most seemed to be based on popular WWII era and beyond propeller beauties. As you're zipping about the fairly large maps, the impressive skies, terrain mapping and draw distance really stand out. There will be solo missions, squad-based missions that have you teamed up with friendly AI fighters, bombers and more, but the game is strictly a single player experience. While this may be a buzz-kill for those who crave multiplayer dogfighting action, there's no reason to bypass the game at all since the Wii is starving for a great arcade-style flight sim such as this.

On the PSP front, Lunar: Silver Star Harmony was MIA, which was mildly disappointing, but the demo version of the upcoming Half-Minute Hero more than made up for it with its absolutely awesome, hilariously rapid-fire take on classic 8-bit RPGs. Marvelous Entertainment and Opus have teamed up to create a game even folks who hate RPGs can love. Here, you get a mere thirty seconds to get to a map's evil overlord or some other big, big boss and beat it to a pulp. The fun comes from figuring out how to utilize your time wisely while fighting super quick random battles in order to earn gold and level up your avatar. Time stops when you enter a town and you can reset the clock back to 30 thanks to the gold-happy Time Goddess who craves your cash for her own shopping purposes.

Gameplay is a mash-up of classic RPG, tsuguroku, and blazing fast mini-game button mashing that will initially have your head spinning. Death is at first a frequent friend until you figure out stuff such as avoiding forested areas with brutal baddies, reloading the game clock, using handy clues from villagers about certain weapons or tactics and more. Everyone who tried out the game at the event had a huge grin on their faces and I overheard more than a few variations on “Even though I don't normally play RPGs, I really like this game,” which is always a good thing when some editor-type expands his or her gaming horizons. With 120 stages (at least 15 hours of gameplay), up to four players (via ad hoc) and a great rockin' metal soundtrack, this could be one of the best PSP games of 2009, hands-down.

The one game I can't talk about yet is a VERY cool RPG (a top-secret DS title) that's unique in at least one element in what it brings to the genre, but you'll have to keep your eyes peeled for more info once the embargo is lifted. While the games shown at the event were exciting, it would have been nice to see a few more upcoming (and still early in the localization process) exclusives such as Arc Rise Fantasia (Wii), Fragile: Farewell Ruins of the Moon (Wii) or even Ragnarök Online (DS), but the company needs to save some surprises for the next event, right? Nevertheless, one thing is certain: each game on display was a winner and most should appeal to those gamers who crave a bit of third-party variety in their libraries.